jobel's Forum Posts

  • Why doesn't the Construct online manual have screenshots or small example snippets?

    I'm teaching a class about arrays and I would like to refer them to the manual for assistance with their homework, but when I look at the manual it's not very helpful. Even I can't figure out how to use the Array Editor and then load the array using AJAX object. There are NO examples of how to use the tags etc... This is a common theme throughout the manual, no "example use" areas.

    If there were simply small screenshot examples (in the Construct IDE, showing actual events and actions) of how you would use it, it would make a much more comprehensive.

    Ashley or Tom is this something that can be done at some point in the future?

  • hi, is there a c3 version of this plugin?

  • technically it's still in beta...

    the only difference really is in the interface. It has some easier to use features.

    the cloud storage is pretty nice, integrates with Google seamlessly.

    the add-on manager is a really nice feature.

    I have only been using it for a few months and haven't tried any large projects with it. I do really hate that it has to run in Chrome (or another browser) but I think there is a beta web-desktop version.

    also new features are coming to it... C2 is the past, C3 is the future.

    C2 or C3 is still, hands down, the fastest engine to make a prototype 2D game out there. (I think anyhow)

  • +1

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  • this is a fantastic idea.

    so you input the whole thing into an array, but do you offer Actions and Events in order to leverage the power of Twine? I assume the answer is yes.

    So there will be a global pointer that always knows where you are in the story? will there be a SendBranch action that can pickup in the middle of a 'story'? or be able to jump over points?

  • you could do it all with math and figure it out in 1 tick. By math I mean calculating trajectory and collision points etc...opposed to actual events rendering to the screen.

    Are you asking for math help? (because I'm afraid I can't help you!) but if you have the math, you can definitely do it in 1 tick.

  • well you add an Array object for each array you actually need. It's not like the Audio object since you define the array and fill it with data. If you are only using one array at a time I suppose you could redefine the array and reset it for use - as long as you don't need to overlap usages.

  • you need to do "picking".

    when you have multiple of the same object you need to filter it down to the exact one you want.

    The question is how do you figure out which one you want. You can easily do System> Pick nearest/furthest and that should do it. But I don't know your game design so it's hard for me to say.

    what I usually do if I have a static number of the same object - all in the layout before runtime - I assign the object an instance variable called "which". And then I assign each object a 'which' value. Like for buttons I might assign "info", "exit" and "start" as which values. Then when the mouse clicks on MenuButton (I have 3 of them in my layout) I make a sub-event that says

    IF MenuButton.which = "info" THEN xyz...

    IF MenuButton.which = "start" THEN xyz...

    IF MenuButton.which = "exit" THEN xyz...

    but that all depends if you create your objects through events.

  • just looking on the forums for block-pushing. The idea that I had, was a push button. So when you hold the push button near a block, the character goes into a push animation, gets pinned to the block, you shut down the player character controls and now the player is in direct control of the block - this makes it look like the character is actually pushing the block. The only thing you have to change is when pulling/pushing you need to change the animation to reflect that - which should be easy enough.

  • are you using physics in your game? the latest C2 patched a memory leak in the physics engine which would cause slow-down.

  • fisholith this is amazing! VERY helpful!

  • Does anyone know how to effectively use Preview in C2 with using multiplayer?

    Currently in order to test changes I have to Export>Upload to site>Navigate to page and Refresh

    Otherwise when I use the Preview (or hit F4) in C2 it acts very strange, adding peers that were from previous tests etc...

    am I doing something wrong? Any suggestions..?

  • > Hi, I slapped together a relative simple multiplayer template.

    >

    > This makes use of a ghost object to circumvent the movement lag between peer/host with synced objects.

    >

    > Capx

    >

    hey lennaert thanks for putting this together.. I have a question.

    Do you know where I would set the Platform animation triggers? OnMove, OnFall, On Landed etc... this would be common to both the host and the peer. I assume there would have to be a "For Each" peer, but I don't think I can do that. But I need the triggers to fire for each peer and host. Any suggestions?

    nevermind! just figured it out! just needed to add Multiplayer.MyID to each Trigger...

    although.. I don't see the other peer's animation on each computer.. so I guess I need to add triggers for each player? in both HOST and PEER groups?

  • Hi, I slapped together a relative simple multiplayer template.

    This makes use of a ghost object to circumvent the movement lag between peer/host with synced objects.

    Capx

    hey lennaert thanks for putting this together.. I have a question.

    Do you know where I would set the Platform animation triggers? OnMove, OnFall, On Landed etc... this would be common to both the host and the peer. I assume there would have to be a "For Each" peer, but I don't think I can do that. But I need the triggers to fire for each peer and host. Any suggestions?

  • yeah I just use C2 or GIMP, import it and then export it from there. Actually using C2 is a little easier, you can just build the program and it outputs a spritesheet png.

    but yeah they need to support this. There are plenty of times where I grab an asset (on a free site) that is GIF only. Even though GIF is an ancient format it is still used widely in the indie world - especially among novices or hobbyists using freeware.